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Re: Problem SpriteSurface double-buffering

To: realbasic-games at lists dot realsoftware dot com
Subject: Re: Problem SpriteSurface double-buffering
From: "Ken Gish" <kwgnlw at hotmail dot com>
Date: Wed, 29 Jun 2005 14:21:37 -0400
Delivered-to: realbasic-games at lists dot realsoftware dot com
Asher (or anyone else that wants to reply):

Thanks for everyone's responses. Well, I didn't know that the OpenGL call was even necessary if using SpriteSurfaces but it looks as though it IS necessary based on the responses so far and the Apple web site. Can someone confirm this?

Would someone mind posting an example using canvas1 and OpenGL to synchronize to vertical retrace? Here is the information that is needed but that's about as far as I can get:
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Retrace synchronization can be achieved by using the AGL_SWAP_INTERVAL constant. Normally OpenGL does not synchronize swaps to monitor vertical retraces. This open loop design allows the shortest delays when calling aglSwapBuffers but may result in visible ?tearing? as the retrace frequency interacts with the context swap frequency. To force aglSwapBuffers to synchronize with the next vertical retrace the following code can be used:

GLint sync = 1;
aglSetInteger (ctx, AGL_SWAP_INTERVAL, &sync);

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I copied the above text from the from the following link:

http://developer.apple.com/documentation/GraphicsImaging/Reference/AGL_OpenGL/Intro/chapter_1_section_1.html

The following text was copied from another REALbasic support message.

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Dim swap As Integer = 1
Const AGL_SWAP_INTERVAL = 222
Soft declare function aglGetCurrentContext lib "OpenGLLibrary" () as integer
declare sub aglSetInteger lib "OpenGLLibrary" (ctx as integer, pname as integer, ByRef params as integer)
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Will this work (I added the "Soft" to "Soft Declare Function"; is that needed on REALbasic 2005 in this case)? If not, can anyone work up an example on how to use these settings in RB?

Much appreciated.

Ken


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